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XNA 3 1 Game Development for Teens 1st Edition by Jerry Lee Ford Jr ISBN 1435454383 9781435454385

  • SKU: BELL-2019482
XNA 3 1 Game Development for Teens 1st Edition by Jerry Lee Ford Jr ISBN 1435454383 9781435454385
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XNA 3 1 Game Development for Teens 1st Edition by Jerry Lee Ford Jr ISBN 1435454383 9781435454385 instant download after payment.

Publisher: Cengage Learning PTR
File Extension: PDF
File size: 5.35 MB
Pages: 304
Author: Jerry Lee Ford Jr.
ISBN: 9781435454385, 9781435455832, 1435454383, 1435455835
Language: English
Year: 2010
Edition: 1

Product desciption

XNA 3 1 Game Development for Teens 1st Edition by Jerry Lee Ford Jr ISBN 1435454383 9781435454385 by Jerry Lee Ford Jr. 9781435454385, 9781435455832, 1435454383, 1435455835 instant download after payment.

XNA 3 1 Game Development for Teens 1st Edition by Jerry Lee Ford Jr - Ebook PDF Instant Download/Delivery: 1435454383, 9781435454385
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Product details:

ISBN 10: 1435454383 
ISBN 13: 9781435454385
Author: Jerry Lee Ford Jr

XNA 3.0 GAME DEVELOPMENT FOR TEENS is a complete guide to entry level programming and computer game development using XNA 3.0 and the Visual C# 2008 Express programming language for beginners. This book shows readers how to create and execute computer games on their PC, and then how to port their PC games over to their Xbox 360 or Zune player. This book is for anyone looking to begin creating their own computer games with XNA 3.0 and Visual C# 2008 Express.

XNA 3 1 Game Development for Teens 1st Table of contents:

Part 1: Your First Steps in XNA

Chapter 1: Getting Started with XNA

  • Installing XNA Game Studio 3.1: Let's get set up!

  • Your First XNA Project: "Hello, Game World!"

  • Understanding the Basic XNA Template: What all those files mean.

  • Running Your Game: Seeing your code in action.

  • Troubleshooting Tips: Don't worry, everyone makes mistakes!

Chapter 2: Drawing on the Screen

  • The Game Window: Your canvas for creation.

  • Colors and Backgrounds: Setting the scene.

  • Drawing Simple Shapes: Squares, circles, and lines.

  • SpriteBatch: The magic tool for drawing images.

  • Loading and Displaying Images: Putting pictures in your game.

Chapter 3: Making Things Move!

  • Understanding Coordinates: X and Y, where are we?

  • Changing Positions: Making sprites slide around.

  • Controlling Speed and Direction: Fast, slow, left, or right.

  • Basic Animation: Making things look alive.

  • Time and Game Loops: How games update constantly.

Part 2: Building Your First Games

Chapter 4: Game 1: The Bouncing Ball

  • Setting up the Project: A clean slate.

  • Drawing the Ball: A simple circle or a cool sprite.

  • Adding Movement: Making it bounce around the screen.

  • Collision Detection: What happens when it hits a wall?

  • Adding Sound Effects: Boing!

Chapter 5: Game 2: Space Invaders (Simplified)

  • Designing Your Game: Player ship, enemies, bullets.

  • Player Input: Moving your ship with the keyboard.

  • Firing Bullets: Making projectiles.

  • Enemy Movement: Simple patterns for your foes.

  • Collision: Bullet hits enemy, enemy hits player.

  • Keeping Score: Who's winning?

Chapter 6: Game 3: Platform Jumper (Basic)

  • Creating a Player Character: The hero of your game.

  • Gravity: What goes up must come down.

  • Jumping Mechanics: How to get over obstacles.

  • Basic Platforms: Things to stand and jump on.

  • Collecting Items: Score points by grabbing goodies.

Part 3: Adding Advanced Features

Chapter 7: Sprites and Animation

  • Sprite Sheets: Packing many images into one.

  • Animating Characters: Making characters walk, run, and jump.

  • Frame-Based Animation: Controlling the speed and look.

  • Advanced Drawing Techniques: Scaling, rotation, and transparency.

Chapter 8: Music and Sound Effects

  • Loading Audio: Your game's soundtrack.

  • Playing Music: Background tunes.

  • Triggering Sound Effects: Explosions, jumps, and more!

  • Volume Control: Making things loud or soft.

Chapter 9: User Interface and Menus

  • Drawing Text: Displaying scores, messages, and instructions.

  • Basic Menus: Start screen, game over screen.

  • Buttons and User Interaction: Clicking and selecting.

  • Pause Screens: Giving players a break.

Chapter 10: Saving and Loading Data

  • High Scores: Keeping track of top players.

  • Saving Game Progress: Letting players pick up where they left off.

  • Reading and Writing Files: How computers remember things.

Part 4: Beyond the Basics

Chapter 11: Game Design Principles for Teens

  • What Makes a Game Fun?

  • Brainstorming Your Own Game Ideas.

  • Storytelling in Games: Creating worlds and characters.

  • Level Design: Making fun and challenging stages.

  • Playtesting: Getting feedback to make your game better.

Chapter 12: Where to Go Next?

  • More Advanced XNA: 3D games, shaders, networking.

  • Other Game Engines: Unity, Unreal Engine, GameMaker.

  • Sharing Your Games: Showing off your creations!

  • The Future of Game Development: Your role in it.

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Tags: Jerry Lee Ford Jr, XNA, Development

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